Notes on Stealth Detection, Chaos, and TrophiesAchievements

Post » Sun May 05, 2013 12:02 am

Import information on Stealth Detection/Chaos

How do the detection markers work that appear over NPC (non-playable character) heads?

There are four levels of detection.

Level 1- One marker will appear on either side of the NPC – The NPC has caught a glimpse of your character or heard a non-threatening sound.
  • The NPC will not actively search.
  • The NPC will return to patrolling or idle after a few seconds without further alerts.
Level 2 - Two markers will appear on either side of the NPC – The NPC has seen your character or heard a threatening sound.
  • The NPC will actively search for a several seconds and up to a minute.
  • The NPC will return to level 1 after a about a minute or two without further alerts.
Level 3 – Three markers will appear on either side of the NPC, and they have not turned red. In this case, the NPC is very close to finding or being aware of your character’s presence.
  • The NPC will actively search, up to several minutes.
  • The NPC will return to level 2 after about a minute without further alerts.
Level 4 – Three markers will appear on either side of the NPC, and they turned red - The NPC has spotted your character and is actively engaging him.
  • The NPC will enter into combat and actively chase / attack.
  • This level will count as an official sighting of your character and will count against stealth-based achievements/trophies (i.e. Ghost, Specter).
  • If the NPC loses sight of your character, they will search for several seconds.
  • The NPC will return to level 2 after a few minutes without further alerts.
Which characters and creatures count towards detection of your character?
  • All characters and creatures with the exception of friendly characters, Rats, River Krust, Hagfish and Watchtowers, count as detecting your character (evidenced by the red bolt icons upon detection).
  • Friendly characters will turn into a detection if they see your character do anything aggressive/hostile (kill someone, be hostile towards the NPC, carry a dead/subdued body, etc.). They will gain the red bolts when this happens.
How does the Chaos system work? How do I raise or lower the Chaos level that is displayed on the end mission stats screen?
  • Chaos is a value that is adjusted according to the actions of your character during gameplay. This system is a hidden mechanic and you will only see the Chaos rating displayed during the ‘end mission’ Stats screen.
  • Weepers do count for detection. They do raise the Chaos level if they are killed.
  • Kills by Rewired traps will contribute to your kill amounts and Chaos; that’s Watchtowers, Arc Pylons, and Wall of Lights.
  • Rats, Hagfish and River Krust do not raise Chaos if killed. They also do not count towards detection of your character.
  • Wolfhound kills do not count towards Chaos, but they can detect your character and will count towards that. They can also discover bodies, as well as their corpse will count towards “bodies found”.
  • Your character’s Chaos level will change the story outcome and lead to other various differences throughout gameplay, such as more enemy characters, more rats, or different scenes/environment items and conversations.
  • Basic rule is killing less than 20% of the characters in a Mission should allow the Low Chaos rating to be sustained.
How do I lower the Chaos rating?
  • The best method for regaining a Low Chaos rating is to not kill enemy characters and take stealth routes to avoid combat when playing through a mission.
  • There are scenarios where performing a good deed will drop the Chaos rating by a small amount (Example: saving a character that is in distress).
  • Following “Non-lethal” objectives will decrease chaos by a significant amount when the mission is completed.
I’m getting stats for bodies being found or killed when I’ve rendered NPCs unconscious, why?
  • Not hiding bodies well enough after choking them out or sleep darting them can sometimes lead to other characters finding them.
  • Unconscious characters won’t survive a fall from a great height, or a slip into the water which will also result in a kill towards your character stats.
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Tanya
 
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Joined: Fri Feb 16, 2007 6:01 am

Post » Sun May 05, 2013 1:19 pm

Notes on Achievements and Trophies

I’ve activated the Arc Pylon in the final Pub visit and killed six enemies in less than a second, but the Tempest Achievement/Trophy did not unlock. Why?
  • This is behaving as designed.
I did not receive the ‘Mostly Flesh and Steel’ Achievement/Trophy despite only using the Blink supernatural ability. Why?
  • The description reads “besides Blink,” however, this is referring to the initial Blink power that you receive from The Ousider in the Dream. Purchasing Blink Level 2 will prevent the Achievement/Trophy from unlocking.
  • Equipping Bone Charms will not count against this Achievement/Trophy.
How do I meet the requirements for the ‘Mercy is the Mark’ Achievement/Trophy?
  • In order to actually “Spare” Daud and meet the requirements, you will need to either physically fight Daud and walk away when he surrenders, or take the key without being detected and ignore Daud.
  • The Achievement/Trophy will not unlock by simply rendering him unconscious.

How do I meet the requirements for the ‘Ghost/Shadow/Specter/Faceless/Clean Hands’ Achievements/Trophies?
  • Killing the Weepers present in the sewers beneath the Hound Pits Pub just before The Golden Cat mission will count against the Clean Hands achievement, but will not count against the achievements dealing with being spotted.
  • If Granny Rags is Sleep Darted or Choked Out after destroying the Cameo in the Flooded District Mission, this will count as a kill and will prevent you from getting Clean Hands. (Issue resolved with 1.2 title update)
I met the requirements of the ‘Versatile’ achievement/trophy, but it was not rewarded. Why?
  • When fighting a Tallboy, if their Whale Oil packs explode, this may count as the final damage received instead of the used ammo or weapon type. The kill may then not count towards the ‘Versatile’ achievement/trophy.
I took down a Tall Boy by the criteria listed for the ‘Big Boy’ achievement/trophy, but it was not rewarded? Why?
  • The Achievement/Trophy may not unlock if the Tallboy receives other damage such as that from a nearby guard or another Tallboy.
I met the requirements of the ‘Wall of Sparks’ achievement/trophy, but it was not rewarded. Why?
  • The Achievement/Trophy may not unlock if another object such as that thrown/fired by another enemy or a rat (not summoned by your character) passes through as the NPC is disintegrated. This is due to that object/creature triggering the Wall of Light to kill the NPC, rather than being killed by your character.
What are reasons I may not have received the achievement/trophy for ‘The Escapist’.
  • Once your character has fled a group of alerted enemies, it may take a few moments for their awareness to drop. In some cases, this search period may last up to a couple of minutes.
  • If your character transitions between game areas (designated by a prompt that you’re leaving the area), while attempting to hide from a group of previously alerted enemies, it will cancel the cooldown, and the Achievement/Trophy will not be awarded.
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Blessed DIVA
 
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Post » Sun May 05, 2013 1:48 pm

Downloadable Content - All Platforms

I’ve redeemed my Pre-Order code but I don’t know how to access the content. Where do the special items appear
  • To access the Pre-Order items, you must progress past the initial Prison Escape mission. After completing the dream sequence with the Outsider, the items will appear in Corvo’s Room when waking up.
I’ve left the Pre-Order items in the room, but when I return to the Hub after Streets Sewers, the items are missing. Why?
  • Any remaining Pre-Order items you leave in the room will not be accessible after the Return to the Tower mission.
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Manuela Ribeiro Pereira
 
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Post » Sun May 05, 2013 6:50 am

Situations that could lead to an NPC being killed inadvertently:
  • Sleep Darting or Choking out an NPC and having them hit an object when falling, causing death
  • Sleep Darting or Choking out an NPC near a ledge and having them fall to cause death
  • Sleep Darting or Choking out an NPC and having them fall into water will cause drowning death
  • Sleep Darting or Choking an NPC and allowing them to fall down a long flight of stairs will sometimes cause them to die (possible with the stairs in the Overseer building)
  • Placing an unconscious NPC in water, or even near shallow puddles, can cause drowning death
  • Placing an unconscious body on un-even terrain near water can sometimes lead to the NPC slowly moving and falling into water, which would count as an NPC kill (in Prison Sewers for example)
  • Rendering an NPC unconscious near a damage source (such as a fireplace or lit grill) may cause the NPC to take damage and die
  • Leaving an unconscious NPC in the middle of the street or alley, where rats have access to the body, can result in clean-up which will count as a kill for the player
  • Accidentally casting Devouring Swarm near an unconscious NPC could cause the rats to clean up the body, counting as a NPC kill
  • Accidentally casting Windblast near an unconscious NPC could cause damage leading to NPC death
  • Having a Grenade, Springrazor or Whale Oil Battery explode near an unconscious NPC could cause splash damage resulting in NPC death
  • Throwing an unconscious NPC into a Wall of Light, or near and Arc Pylon would incinerate the NPC and count as a kill
  • Leaving unconscious NPCs in the area around the large door on which the player places the explosive device in Prison will cause the NPCs to die when the device goes off. This includes in and around the nearby dumpster and behind the consoles and gate switch across from the door on the upper level.
  • Rendering an enemy unconscious while fighting a nearby Tallboy can cause the Tallboy to stomp at the player, essentially killing the nearby unconscious NPC in the process
  • Rendering an enemy unconscious and having another enemy throw a projectile (such as fire bottle or grenade) at the player, can kill the nearby unconscious NPC
  • Leaving an NPC unconscious in the Brothel Steam room may cause “bite” damage due to hagfish in the center pool, killing the NPC
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FITTAS
 
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